OBD:ONGS: Difference between revisions
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(added info on hypo regen rate – weirdly I cannot find where the accelerated regen rate is coming from in either the code or the data… it's based purely on observation) |
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The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it. | The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it. | ||
==Part 1== | |||
[[Image:ongs_a.gif]] | [[Image:ongs_a.gif]] | ||
| Line 17: | Line 17: | ||
{{OBDtr| 0x014 | float |FFC8C8| 00 00 C0 3F | 1.500000 | overpower min damage factor (see details below) }} | {{OBDtr| 0x014 | float |FFC8C8| 00 00 C0 3F | 1.500000 | overpower min damage factor (see details below) }} | ||
{{OBDtr| 0x018 | float |FFC8C8| 33 33 13 40 | 2.300000 | overpower max damage factor }} | {{OBDtr| 0x018 | float |FFC8C8| 33 33 13 40 | 2.300000 | overpower max damage factor }} | ||
{{OBDtr| 0x01C | uint32 | {{OBDtr| 0x01C | uint32 |FFFFC8| 04 00 00 00 | 4 | number of used key health values for health bar color }} | ||
{{OBDtr| 0x020 | float |C8FFC8| 00 00 00 00 | 0.000000 | 0 percent of full health }} | {{OBDtr| 0x020 | float |C8FFC8| 00 00 00 00 | 0.000000 | 0 percent of full health }} | ||
{{OBDtr| 0x024 | float |C8FFC8| C2 F5 28 3F | 0.660000 | 66 percent of full health }} | {{OBDtr| 0x024 | float |C8FFC8| C2 F5 28 3F | 0.660000 | 66 percent of full health }} | ||
| Line 53: | Line 53: | ||
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }} | {{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }} | ||
|} | |} | ||
===Hypo strength=== | |||
This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient. | |||
To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP: | |||
<math display="block"> | |||
\underset{\text{overpower hypo strength}}{100\%} * \underset{\text{max HP}}{200} * \underset{\text{remaining hypo}}{80\%} = \underset{\text{HP added}}{160} | |||
</math> | |||
If you're looking for the speed at which a hypo heals a character, it's not in ONGS but rather in each character's class data: {{SectionLink|OBD:ONCC|Inventory settings}}. However we can save you the trouble by telling you that the number is always set to 6. This is the tick delay between each +1 HP, meaning that if a hypo is going to heal you by 50 HP then it will take 6 * 50 = 300 ticks (5 seconds). However healing is greatly accelerated in overpower mode, regenerating health at 1 HP per tick. Thus a hypo will raise Konoko's health from 200 HP to 400 HP in only 200 ticks (3.33 seconds). | |||
===Damage factors=== | |||
The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage: | |||
<math display="block"> | |||
\underset{\text{overpower min damage}}{1.5x} + (\underset{\text{overpower damage range}}{2.3x - 1.5x}) * \underset{\text{overhealth}}{(360 - 200) \div 200} = \underset{\text{melee damage factor}}{2.14x} | |||
</math> | |||
This will of course only last momentarily, as characters in overpower mode lose 1 HP every 10 ticks (6 HP a second) after the hypo finishes raising their HP to its final point. | |||
===Health colors=== | |||
The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange). | |||
===Powerup meshes=== | |||
This is the order of the items in the array of mesh names: ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]. | |||
==Part 2== | |||
[[Image:ongs_m1.gif]] | [[Image:ongs_m1.gif]] | ||
| Line 77: | Line 91: | ||
|} | |} | ||
===Glow textures=== | |||
See {{SectionLink||Powerup meshes}} for the order of the items in this array. | |||
==Part 3== | |||
[[Image:ongs_m2.gif]] | [[Image:ongs_m2.gif]] | ||
| Line 85: | Line 101: | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
{{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }} | {{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }} | ||
{{OBDtr| 0x7A4 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }} | {{OBDtr| 0x7A4 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }} | ||
{{OBDtr| 0x7A8 | float |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }} | {{OBDtr| 0x7A8 | float |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }} | ||
| Line 102: | Line 118: | ||
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | {{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | ||
|} | |} | ||
===Glow sizes=== | |||
In local coordinates, because the orientation of a ''dropped'' powerup can be anything. | |||
===Event sounds=== | |||
:0. (unused) - some missing door sound | :0. (unused) - some missing door sound | ||
:1. door_fail | :1. door_fail | ||
| Line 123: | Line 141: | ||
:16. (unused) | :16. (unused) | ||
:17. (unused) | :17. (unused) | ||
:18. health_low | :18. health_low | ||
:19. health_over | :19. health_over | ||
| Line 130: | Line 147: | ||
:22. (unused) | :22. (unused) | ||
==Part 4== | |||
[[Image:ongs_m3.gif]] | [[Image:ongs_m3.gif]] | ||
| Line 138: | Line 154: | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
{{OBDtrBK| | {{OBDtrBK| The following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee profile]] }} | ||
{{OBDtr| 0xAB8 | float |64AAAA| 33 33 33 3F | 0.700000 | notice factor if you play on | {{OBDtr| 0xAB8 | float |64AAAA| 33 33 33 3F | 0.700000 | enemy notice factor if you play on Easy }} | ||
{{OBDtr| 0xABC | float |64AAAA| 00 00 80 3F | 1.000000 | notice factor if you play on | {{OBDtr| 0xABC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy notice factor if you play on Normal }} | ||
{{OBDtr| 0xAC0 | float |64AAAA| 33 33 B3 3F | 1.400000 | notice factor if you play on | {{OBDtr| 0xAC0 | float |64AAAA| 33 33 B3 3F | 1.400000 | enemy notice factor if you play on Hard }} | ||
{{OBDtr| 0xAC4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on | {{OBDtr| 0xAC4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on Easy }} | ||
{{OBDtr| 0xAC8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on | {{OBDtr| 0xAC8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on Normal }} | ||
{{OBDtr| 0xACC | float |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on | {{OBDtr| 0xACC | float |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on Hard }} | ||
{{OBDtr| 0xAD0 | float |64AAAA| CD CC 4C 3F | 0.800000 | dodge factor if you play on | {{OBDtr| 0xAD0 | float |64AAAA| CD CC 4C 3F | 0.800000 | enemy dodge factor if you play on Easy }} | ||
{{OBDtr| 0xAD4 | float |64AAAA| 00 00 80 3F | 1.000000 | dodge factor if you play on | {{OBDtr| 0xAD4 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy dodge factor if you play on Normal }} | ||
{{OBDtr| 0xAD8 | float |64AAAA| 00 00 C0 3F | 1.500000 | dodge factor if you play on | {{OBDtr| 0xAD8 | float |64AAAA| 00 00 C0 3F | 1.500000 | enemy dodge factor if you play on Hard }} | ||
{{OBDtr| 0xADC | float |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on | {{OBDtr| 0xADC | float |64AAAA| 9A 99 99 3F | 1.200000 | enemy weapon accuracy factor if you play on Easy }} | ||
{{OBDtr| 0xAE0 | float |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on | {{OBDtr| 0xAE0 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy weapon accuracy factor if you play on Normal }} | ||
{{OBDtr| 0xAE4 | float |64AAAA| 9A 99 19 3F | 0.600000 | weapon accuracy factor if you play on | {{OBDtr| 0xAE4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy weapon accuracy factor if you play on Hard }} | ||
{{OBDtr| 0xAE8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on | {{OBDtr| 0xAE8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Easy }} | ||
{{OBDtr| 0xAEC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on | {{OBDtr| 0xAEC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Normal }} | ||
{{OBDtr| 0xAF0 | float |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on | {{OBDtr| 0xAF0 | float |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on Hard }} | ||
{{OBDtr| 0xAF4 | float |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on | {{OBDtr| 0xAF4 | float |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on Easy }} | ||
{{OBDtr| 0xAF8 | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on | {{OBDtr| 0xAF8 | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Normal }} | ||
{{OBDtr| 0xAFC | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on | {{OBDtr| 0xAFC | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Hard }} | ||
{{OBDtr| 0xB00 | uint32 | {{OBDtr| 0xB00 | uint32 |EBEBEB| 10 00 00 00 | 16 | array size }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo | event name }} | {{OBDtr2|0x000 | char[32]|8C8CCC| hypo | event name }} | ||
{{OBDtr| 0x020 | uint16 | {{OBDtr| 0x020 | uint16 |FF00C8| 01 00 | 1 | first level with autoprompting }} | ||
{{OBDtr| 0x022 | uint16 | {{OBDtr| 0x022 | uint16 |F0F096| 02 00 | 2 | last level with autoprompting }} | ||
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | {{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | ||
|} | |} | ||
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character). | ===Difficulty factors=== | ||
These are discussed at [[Difficulty modes]]. | |||
===Prompts=== | |||
These are the order of the autoprompt events: hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character). | |||
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}} | {{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}} | ||
{{OBD}} | {{OBD}} | ||
Latest revision as of 22:36, 4 April 2026
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The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.
Part 1
| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| 0x000 | res_id | 01 00 00 00 | 0 | 00000-game_settings.ONGS |
| 0x004 | file_id | 01 00 00 00 | 0 | level0_Final.dat |
| 0x008 | float | 00 00 00 40 | 2.000000 | max overpower HP factor |
| 0x00C | float | 00 00 80 3E | 0.250000 | normal hypo strength (see details below) |
| 0x010 | float | 00 00 80 3F | 1.000000 | overpower hypo strength |
| 0x014 | float | 00 00 C0 3F | 1.500000 | overpower min damage factor (see details below) |
| 0x018 | float | 33 33 13 40 | 2.300000 | overpower max damage factor |
| 0x01C | uint32 | 04 00 00 00 | 4 | number of used key health values for health bar color |
| 0x020 | float | 00 00 00 00 | 0.000000 | 0 percent of full health |
| 0x024 | float | C2 F5 28 3F | 0.660000 | 66 percent of full health |
| 0x028 | float | 47 E1 7A 3F | 0.980000 | 98 percent of full health |
| 0x02C | float | 00 00 80 3F | 1.000000 | 100 percent of full health |
| 0x030 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x034 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x038 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x03C | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x040 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x044 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x048 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x04C | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x050 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x054 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x058 | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x05C | float | AD DE AD DE | unused | additional space for percent of full health; unused |
| 0x060 | color | 00 00 FF FF | 0, 0, 255; 255 | health color at 0 percent of full health (red) (see details below) |
| 0x064 | color | 00 FF FF FF | 0, 255, 255; 255 | health color at 66 percent of full health (yellow) |
| 0x068 | color | 2B A1 13 FF | 43, 161, 19; 255 | health color at 98 percent of full health (greenish) |
| 0x06C | color | 00 FF 00 FF | 0, 255, 0; 255 | health color at 100 percent of full health (green) |
| 0x070 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x074 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x078 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x07C | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x080 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x084 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x088 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x08C | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x090 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x094 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x098 | color | AD DE AD DE | unused | additional space for health color; unused |
| 0x09C | color | AD DE AD DE | unused | additional space for health color; unused |
| Names of the meshes used for powerup items (first entry shown, six used, room for seven) | ||||
| 0x0A0 | char[128] | powerup_ammo | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) | |
Hypo strength
This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient.
To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP:
If you're looking for the speed at which a hypo heals a character, it's not in ONGS but rather in each character's class data: OBD:ONCC § Inventory settings. However we can save you the trouble by telling you that the number is always set to 6. This is the tick delay between each +1 HP, meaning that if a hypo is going to heal you by 50 HP then it will take 6 * 50 = 300 ticks (5 seconds). However healing is greatly accelerated in overpower mode, regenerating health at 1 HP per tick. Thus a hypo will raise Konoko's health from 200 HP to 400 HP in only 200 ticks (3.33 seconds).
Damage factors
The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage:
This will of course only last momentarily, as characters in overpower mode lose 1 HP every 10 ticks (6 HP a second) after the hypo finishes raising their HP to its final point.
Health colors
The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).
Powerup meshes
This is the order of the items in the array of mesh names: ballistic ammo, energy ammo, hypo, shield, invisibility, LSI.
Part 2
| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven | ||||
| 0x420 | char[128] | glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.TXMP) | |
Glow textures
See § Powerup meshes for the order of the items in this array.
Part 3
| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| 0x7A0 | float | 00 00 A0 40 | 5.000000 | red ammo glow x size |
| 0x7A4 | float | 00 00 A0 40 | 5.000000 | red ammo glow y size |
| 0x7A8 | float | 00 00 A0 40 | 5.000000 | green energy cell glow x size |
| 0x7AC | float | 00 00 A0 40 | 5.000000 | green energy cell glow y size |
| 0x7B0 | float | 00 00 A0 40 | 5.000000 | hypo glow x size |
| 0x7B4 | float | 00 00 A0 40 | 5.000000 | hypo glow y size |
| 0x7B8 | float | 00 00 A0 40 | 5.000000 | force shield glow x size |
| 0x7BC | float | 00 00 A0 40 | 5.000000 | force shield glow y size |
| 0x7C0 | float | 00 00 A0 40 | 5.000000 | phase cloak glow x size |
| 0x7C4 | float | 00 00 A0 40 | 5.000000 | phase cloak glow y size |
| 0x7C8 | float | 00 00 C0 40 | 6.000000 | LSI glow x size |
| 0x7CC | float | 00 00 C0 40 | 6.000000 | LSI glow y size |
| 0x7D0 | float | AD DE AD DE | unused | extra powerup glow x size; unused |
| 0x7D4 | float | AD DE AD DE | unused | extra powerup glow y size; unused |
| 23 links to sounds of various gameplay events | ||||
| 0x7D8 | char[32] | ... | sound name; unused; (reference to an OSBD file) | |
Glow sizes
In local coordinates, because the orientation of a dropped powerup can be anything.
Event sounds
- 0. (unused) - some missing door sound
- 1. door_fail
- 2. door_lock
- 3. (unused) - door_unlock
- 4. use_hypo
- 5. (unused)
- 6. inventory_fail
- 7. receive_ammo
- 8. receive_cell
- 9. receive_hypo
- 10. receive_lsi
- 11. compass
- 12. objective_new
- 13. objective_prompt
- 14. objective_complete
- 15. autosave
- 16. (unused)
- 17. (unused)
- 18. health_low
- 19. health_over
- 20. shield
- 21. invis
- 22. (unused)
Part 4
| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| The following 9 factors affect the notice, block and dodge specified in the melee profile | ||||
| 0xAB8 | float | 33 33 33 3F | 0.700000 | enemy notice factor if you play on Easy |
| 0xABC | float | 00 00 80 3F | 1.000000 | enemy notice factor if you play on Normal |
| 0xAC0 | float | 33 33 B3 3F | 1.400000 | enemy notice factor if you play on Hard |
| 0xAC4 | float | 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on Easy |
| 0xAC8 | float | 00 00 80 3F | 1.000000 | enemy block chance factor if you play on Normal |
| 0xACC | float | 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on Hard |
| 0xAD0 | float | CD CC 4C 3F | 0.800000 | enemy dodge factor if you play on Easy |
| 0xAD4 | float | 00 00 80 3F | 1.000000 | enemy dodge factor if you play on Normal |
| 0xAD8 | float | 00 00 C0 3F | 1.500000 | enemy dodge factor if you play on Hard |
| 0xADC | float | 9A 99 99 3F | 1.200000 | enemy weapon accuracy factor if you play on Easy |
| 0xAE0 | float | 00 00 80 3F | 1.000000 | enemy weapon accuracy factor if you play on Normal |
| 0xAE4 | float | 9A 99 19 3F | 0.600000 | enemy weapon accuracy factor if you play on Hard |
| 0xAE8 | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on Easy |
| 0xAEC | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on Normal |
| 0xAF0 | float | 00 00 A0 3F | 1.250000 | enemy health factor if you play on Hard |
| 0xAF4 | float | 66 66 A6 3F | 1.300000 | player health factor if you play on Easy |
| 0xAF8 | float | 00 00 80 3F | 1.000000 | player health factor if you play on Normal |
| 0xAFC | float | 00 00 80 3F | 1.000000 | player health factor if you play on Hard |
| 0xB00 | uint32 | 10 00 00 00 | 16 | array size |
| First element (black outline) | ||||
| 0x000 | char[32] | hypo | event name | |
| 0x020 | uint16 | 01 00 | 1 | first level with autoprompting |
| 0x022 | uint16 | 02 00 | 2 | last level with autoprompting |
| 0x024 | char[32] | autoprompt_hypo | raw file anchor for the text message (it belongs to the SUBT file) | |
Difficulty factors
These are discussed at Difficulty modes.
Prompts
These are the order of the autoprompt events: hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).
| ONI BINARY DATA |
|---|
| ONFA << Other file types >> ONIA |
| ONGS : Oni Game Settings |
| General file |




